Quick answer: Hold the enemy in a dedicated SPAWNING state that disables combat until the spawn animation completes, then switch into the normal behavior state.
A GameMaker enemy that lunges at the player mid-spawn-animation is running its Step combat code before it is ready. Gating combat behind a spawn-complete state fixes the unfair instant attack. Here is how.
How to fix it
1. Start in a SPAWNING state
Set state = ENEMY.SPAWNING in the Create event; this state only plays the spawn animation and initializes variables, never running attack logic.
2. Gate combat behind a ready flag
Only allow combat states once a spawned flag is true; the Step event's attack branch should check this flag so it cannot fire during emergence.
3. Transition on Animation End
Use the Animation End event of the spawn sprite to switch to the active state, so the enemy cannot attack until its spawn sequence is finished.
Catching the ones you can't reproduce
The hardest version of this to fix is the one you can't reproduce — it only happens on a player's hardware, OS, driver, or save state, under conditions that simply aren't present on your machine. A report that says “it crashed” or “it froze” gives you nothing to act on, so the bug survives release after release while quietly costing you players.
Automatic error capture closes that gap. Each failure arrives with its full stack trace, the device and OS, the build number, and a breadcrumb trail of what the player did right before it broke, so even a failure you have never seen becomes a specific, reproducible issue. Fold identical failures into one signature ranked by how many players each hits, and your worklist sorts itself worst-first instead of arriving as a stream of vague complaints.
This is where a tool like Bugnet earns its place. Its SDK captures every GameMaker error automatically with the full stack trace plus device, OS, memory, build, and game-state context, folds duplicates into one grouped issue with an occurrence count, and ties each to the build it first appeared on — so you fix the problem that hurts the most players first and confirm it is gone when its signature disappears from the next release.
The bug you can't reproduce isn't gone — it's just invisible until you capture it from the player's device.